Write my space sim game in a way that involves people emotionally enough that they tell stories about their in-game exploits.I've always been in awe of the stories people tell about their characters in Dwarf Fortress (and to a lesser extent FTL). When they tell their stories, you can tell how much they identify their characters, root for them, and concoct elaborate backstories.

I'm really interested in VR and where it could lead us to eventually. With the world heading for disaster quickly it could become a viable alternative to living in the real world. In my opinion much more so than inter-planetary travel..

I know, sounds gloomy But I'm actually just really fascinated by the options this could open up. I'd love to contribute and research towards that end.

I've designed a screen display API for Java2D, which was a fun pet project I was happy to complete... (well, those type of projects are never complete.) My programming goal is to always keep my code current. I always want to try and stay paces ahead of the trends, so I can figure out what programming languages to code for next.

But, the ending goal of all this research is just to create a game that hopefully people will enjoy playing. If I can get a bit of money from the experience, that would be really cool.

Yeah, this is the big one! The advice to start very, very, very small and make a trivial (but complete!) game to start, is a very good piece of advice.....and one I will probably never follow (sigh).

Another big goal of mine is to make small tools/data structures that other game programmers find useful. At work, I make small things for people to use, and it is a great feeling knowing that lots of people are using something you built to make something useful themselves.

Two things I am working on now:

An entity tag store. Allows you to apply simple Tags to entities like Dead, InSpace, PlayerControlled. It also allows you to create derived tags using arbitrary expressions like

EntityIterator. A simple data structure that is optimized for a common game programming use case: iterating through a list of things (entities, event messages) and doing something with each one, the results of which may cause items to be added or removed during the iteration.

Of course these are both in progress and almost finished......almost.

(I will now sit and wait for people to tell me that these two things have already been doneby others and work splendidly. sighs again). : )

EntityIterator. A simple data structure that is optimized for a common game programming use case: iterating through a list of things (entities, event messages) and doing something with each one, the results of which may cause items to be added or removed during the iteration.

I'd like to make a little bit of money, but more importantly make a game people actually want to Play. That, and maybe get a game on steam.

Busy between school, work, life, games, programming and general screwing around.If you'd like some pixel art for your game, send me a PM, i'll see what I can do.Current project: http://elementalwarblog.wordpress.com/

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